Lots of progress since the last post. A few major bugs were crushed in the Gravisphere code, ones that had been around for many months. Chief among the fixes eliminated held objects beings pushed through the environment, the biggest remaining bug, one that would've prevented shipping the game. This was achieved by changing the method of held object interaction from an overly complex parent-child system involving static movements commands, to a more elegant velocity-based system.

More big news, as I was interviewed recently for an upcoming YouTube series about game developers. Mine was the first, which was also my first interview about Fidelity or any other project. The most exciting part, for me, is that an upcoming guest on the show is the creator of Diablo and Diablo 2, some of my favorites games of all time.